Hi,
The Intersector return a osgUtil::LineSegmentIntersector::Intersections.
For each intersection, you have a nodePath, an intersection point (
getWorldIntersectPoint() ) and a normal ( getWorldIntersectNormal() ).
Now, if you know the vector of the object movement, and the normal of the
Ok now it works. Thanks a lot.
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Hello OpenSceneGrapher!
I want to texture by shading some geodes that are sticked together as a huge
landscape. I wonder what file format for the textures is most suitable. Usually
I take squared JPG. But short while ago I read about Direct Draw Surface (DDS)
which supports mipmaps.
Does
Hi All,
I'm now back from my training/consultancy trip to black forest in
Southern Germany, I'm here until next Tuesday when I'm off for a
family holiday. As I'm only here briefly I won't have much time to do
lots of work - my main focus will be getting submissions merged and
the final 2.8.2
Hi,
I am trying to get OpenSceneGraph running under Windows XP, and Visual Studio
2003 or 2005. My plan is to try and use OSGART which requires ARToolkit /
Openscenegraph to be installed previously.
I downloaded OpenSceneGraph-2.8.1.zip, installed Cmake 2.61 and opened the
Cmakelist.txt with
Ok, thanks for your answers.
I'm going to check the SceneView code.
The osgstereoimage example only use right and left masks to separate pictures
form left and right camera. But there is no direct access to camera.
I continue :)
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Hi Harold,
I belive you haven't got any replies because your post was too
confusing to understand exactly what your seeing at your end. For
instance you provide numbers but don't say what they are. If you want
help you'll need to provide more specific information about the
results your are
Hi Mach,
TXP databases are paged databases so you'll need to manually page the
data in bit by bit and then disgard the data once you've used it to
ensure that your memory doesn't blow up. For a bit of an example that
does something along these line have a look at the
include/osgSim/LineOfSight
Hi Tim,
On Mon, Jul 20, 2009 at 4:25 PM, Timm Lindertimmlin...@yahoo.de wrote:
Do you think there is a way of making the update callbacks work in the slave
camera *without* tampering with the original OSG Core source code?
You have complete control of the viewer frame loop so just break it
Hi Paul,
On Mon, Jul 20, 2009 at 4:57 PM, paul1...@yahoo.com wrote:
Can I modify a Texture image in a DrawCallback or do I need to do this in an
UpdateCallback?
Is your app multi-threaded? If you have multiple draw threads running
at once on the same texture then you'll need to be very
Hi Alexandre,
This screams out that the plugin is being used in ways that it simply
can't can, the same for your follow up email. The plugin tries to
achieve a feature in a way that is quite simply the wrong way tackle
it in a general purpose way - it'll only ever work in very constrained
scene
Hi Ryan,
On Tue, Jul 21, 2009 at 4:11 PM, Kawicki, Ryan
Hryan.h.kawi...@boeing.com wrote:
I am curious as to what the importance of the node path list is for the
database pager. More importantly, why does the
FindCompileableGLObjectsVisitor need to have a complete path from the
group to be
Hi Colin,
I can't do anything without being able to reproduce the issue. Could
you provide a small set of data that reproduces the issue, and details
on your VPB/OSG versions, GDAL versions.
Thanks,
Robert.
On Mon, Jul 20, 2009 at 11:25 PM, Colin Knowlesco...@k2vi.com wrote:
Hi,
I'm
HI Alexandre,
You can't presently mix multi-threading of graphics context that share
GL objects as the two threads will not synchronize the creation,
uploading of and deletion of the GL objects. If you want to share GL
objects you need to run single threaded, if you want to run
multi-threaded
Hi Karl,
On Wed, Jul 22, 2009 at 2:14 PM, Karl Wurzelosgfo...@tevs.eu wrote:
- osgterrain sets the threading model to SingleThreaded. Is there a specific
reason for this?
I don't recall a reason. It's primarly an example I've used for
testing rather than 3rd party education.
- What about
Hi David;
Please look at
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudioto
achieve OSG installation on your VisualStudio environment.
Regards.
Ümit Uzun
2009/7/24 David Goering dgoer...@gmail.com
Hi,
I am trying to get OpenSceneGraph running under
Hi Joe,
I'm afraid the COLLADA dom is a bit of moving target w.r.t what one
has to link against with different versions. In svn/trunk we done
some further work to try and catch the latest combination. I may have
backported this to the OSG-2.8 so it'd be worth trying out the
2.8.2-rc's.
Robert.
Hi Ümit,
Thanks for the quick answer. I dont know how I managed to miss that site,
because I really did click through the documentation. I hope I did everything
right now and I am building the project now, but its taking like 45 Minutes
already and is still building, is that normal ? :O
Thanks
Hi all
I'm just starting a new thread to make it more clear...
I've compiled and test the OpenSceneGraph-2.8.2-rc4.
Compilation is ok.
Running few tests was ok too.
using osgmovie with xine reading an mpeg movie makes a segfault...
export OSG_NOTIFY_LEVEL=DEBUG
osgmovie -l osgdb_xine.so
Hi Andreas,
DDS is flexible container format capable of storing 2D, 3D, Cube and Array
Textures (with or without mipmaps) in many pixel formats. Block compressed
pixel formats like DXTn, RGTC (3Dc) and LATC are supported. Of course I
don't know all existing image formats but I learned about
Hi David;
If you do all configurations (for example all Environment Variable settings,
it is very critic to help CMAKE to find related libraries) there won't be
any error I think and it is normal if you build in Debug mode :) Release
mode would be faster.
Regards.
Ümit Uzun
2009/7/24 David
Hi Wojtek, JS, et al,
On Wed, Jul 22, 2009 at 3:57 PM, Wojciech
Lewandowskilewandow...@ai.com.pl wrote:
I agree. We may raise this subject when Robert comes back. He probably knows
why RenderStage does this.
The code in RenderStage is mainly there as fallback to avoid limits
applied by the
Hi Sherman,
Nice little diagram and explanation, made it clear what could be an
awkward topic... answers below.
On Wed, Jul 22, 2009 at 8:12 PM, sherman wilcoxwilcox.sher...@gmail.com wrote:
Take a look at the attached image. From within F's update callback, we
know that we must not add
Hi Jonathan,
I haven't heard of problems like this before. Are you still seeing
this problem? You you point us at a particular file that you are
having problems downloading?
Robert.
On Thu, Jul 23, 2009 at 2:51 PM, Jonathan Georgej...@jkgeorge.net wrote:
Anyone else having trouble
I saw this yesterday on my Windows machine running Tortise SVN. I haven't seen
it on my RedHat linux machine.
Lee
- Original Message -
From: Robert Osfield robert.osfi...@gmail.com
Date: Friday, July 24, 2009 8:14
Subject: Re: [osg-users] Download Not Working
To:
Hi David;
Now choose INSTALL branch which listed left tree view and right click and
choose Project Only-Build only INSTALL. After build operation you can go to
C:\Program Files\OpenSceneGraph\share\OpenSceneGraph\bin and start every
sample only double clicking. But don't forget to set
Hi Robert,
One problem that this change might introduce is that if users make not
explicitly specified both a depth and colour buffers in their Camera
settings, but instead have relied upon this behavior of RenderStage.
I think a solution could be adding default COLOR_BUFFER and DEPTH_BUFFER
Hi Markus,
The OSG has an osgTerrain NodeKit dedicated to the task of rendering
terrain. All you need to do is create an osgTerrain::TerrainTile and
assign your osg::HeightField to this as the elevation layer, and then
assign an osgTerrain::GeometryTechnique to handle the actual rendering
scene
Hi Gary,
My guess is that this problem has been in there a while as the
osgviewerFOX example has not changed since it's introduction. I don't
use Fox or Windows so I really can't help much in helping track down
and fix this problem, hopefully Windows/FOX experts will spot your
message and will
Hi Eric,
The stereo cameras are currently hidden away as implementation detail
of osgUtil::SceneView, so they aren't directly accessible form
osgViewer. It's my plan to change osgViewer so that it doesn't rely
on SceneView for stereo, with the stereo being a viewer configuration
that uses slave
Hi Wojtek,
On Fri, Jul 24, 2009 at 1:18 PM, Wojciech
Lewandowskilewandow...@ai.com.pl wrote:
I think a solution could be adding default COLOR_BUFFER and DEPTH_BUFFER
attachments to FBO Cameras. They are not set currently and thus dirty work
of setting them is done by RenderStage. If they were
Hi all,
I'm using COMPUTE_NEAR_FAR_USING_PRIMITIVES near and far planes
computation mode with OSG 2.8.1. The scene contains a number of
various models. One of them is a long curve that is drawn as an array
of vertices in osg::Geometry using GL_LINE_STRIP primitive.
When viewed from some angles
Hi Robert,
thank you for answering my first question.
I don't know if you had the time to take a look at my second problem
concerning multi-textured model with single threaded and shared graphic
context.
This bug only happens when using multi-textured object.
Is it the normal behaviour ??
Thanks Robert,
I think a solution could be adding default COLOR_BUFFER and DEPTH_BUFFER
attachments to FBO Cameras. They are not set currently and thus dirty
work
of setting them is done by RenderStage. If they were set by default in
Camera users could directly override or remove them.
If
Hi Robert, Wojtek,
Robert Osfield wrote:
The code in RenderStage is mainly there as fallback to avoid limits
applied by the first FBO supporting drivers. Removing this
requirement should now be possible - we can do this and then do a call
for testing.
That's what I thought. I think that
Hi J-S,
Is this really needed? I know we don't want to break users' existing apps,
but in general, we should assume they know what they're doing right?
The solution above would mean that someone who knows what they're doing
would need to remove attachment(s) instead of adding just the ones
Hi Alexandre,
On Fri, Jul 24, 2009 at 1:31 PM, Alexandre Amalricalex.pix...@gmail.com wrote:
I don't know if you had the time to take a look at my second problem
concerning multi-textured model with single threaded and shared graphic
context.
This bug only happens when using multi-textured
Hi Wojtek!
First thanks for the quick response. You wrote:
DDS files are not compressed for file storage and they
don't require decompression which means they load quite
quicly. PNG and JPG require this.
If you say, DDS files are not compressed, the DXTn compression doesn't matter,
Hey,
Thanks a lot for your help, the examples work now, I downloaded the daa folder
where the examplary models are stored and added that folder to the Path
variable. But for some reason when I enter osgviewerd cow.osg he cant find
the model... but if I write osgviewerd osgdir/data/cow.osg it
Hi Wojtek,
We all agree. Lets make atachment selection explicit. My proposal was
just an rhetoric response (if I may say so;-) to rhetoric question
Robert asked.
OK, so who does it? :-)
If you have the time, I'd be more comfortable if you made the change, as
I haven't touched that code
Hi David,
My Path Variable looks like this:
C:\Praktikum\OpenSceneGraph-2.8.1\bin;C:\Praktikum\OpenSceneGraph-2.8.1\Data
When you say my path variable do you mean PATH? The data files will be
looked for in OSG_FILE_PATH, not PATH. That one is for executables and
DLLs...
So
set
I had one more quick question, I can load in osg files, but what about the lua
files?
And am I able to load any other 3D Models, like google Sketchup files or 3ds or
obj files?
Do I need to install some kind of plugin? And if yes which one and how?
Thanks for the support! :)
David
Hey Skylark,
Ah ok, so I created a new Variable named it OSG_FILE_PATH and gave it the value
C:\Praktikum\OpenSceneGraph-2.8.1\Data
is that what you meant?
If yes it is still not working, it still says osgviewerd: No Data loaded
Or did I missunderstand you?
Thanks, David
--
Read
Hi,
I have two different overlaping databases. One has a big area but in low
detail, the other one is small but highly detailed (as shown in figure).
First, I tried to build the terrain with a single osgdem command by supplying
multiple files. But the low resolution area is unnecessary
Hi Andreas,
First thanks for the quick response. You wrote:
DDS files are not compressed for file storage and they
don't require decompression which means they load quite
quicly. PNG and JPG require this.
If you say, DDS files are not compressed, the DXTn compression doesn't
matter,
Hi David,
Ah ok, so I created a new Variable named it OSG_FILE_PATH and gave it the value
C:\Praktikum\OpenSceneGraph-2.8.1\Data
is that what you meant?
If yes it is still not working, it still says osgviewerd: No Data loaded
If you added the variable in your System Properties, then you need
Hi J-S,
We all agree. Lets make atachment selection explicit. My proposal was
just an rhetoric response (if I may say so;-) to rhetoric question Robert
asked.
OK, so who does it? :-)
Smart move. I can do this. But only if you take the evangelization part
;-)
If you have the time, I'd
HI Wojtek,
I've just has a look at your changed RenderStage. The changed code is
below. Is there a reason why the #if !FORCE_COLOR_ATTACHMENT which
disables the draw and read buffer is done after the FBO apply? I
looks to me that one could simply have an #ifdef/#else. I do also
wonder whether
Would it be possible to store this information as a DatabaseRequest attribute?
The node path should be computed during the cull traversal. The problem here
is that there is the possibility for a parent iterator to become invalidated
when this operation traverses up the scene graph.
Sorry
Hi David,
I had one more quick question, I can load in osg files, but what about the lua
files?
lua is a scripting language, not a 3D model file format... OSG wouldn't
know what to do with it. There is an osgLua project that allows you to
use OSG from lua scripts, though I don't know if
Hey, Thanks a lot for those tips, they were really helpfull... I got it set up
now! Now I have to play arround a bit ;)
Cya,
David
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Hi Ryan,
On Fri, Jul 24, 2009 at 3:01 PM, Kawicki, Ryan
Hryan.h.kawi...@boeing.com wrote:
Would it be possible to store this information as a DatabaseRequest attribute?
Curious, I thought I had already made such a change to DatabasePager -
to move the NodePath acquisition to the
Hi Wojtek,
Smart move. I can do this. But only if you take the evangelization
part ;-)
I don't know what evangelism means in this context... It seems to me
that it just allows users to make better use of the resources they have.
But yeah, if you equate evangelism with being opinionated, I
Hi David,
Hey, Thanks a lot for those tips, they were really helpfull... I got it set up
now! Now I have to play arround a bit ;)
My pleasure. I know how hard it can be when you're starting out and
trying to get used to your tools. It takes a while to get comfortable
with all that.
Happy
Hi JS,
On Fri, Jul 24, 2009 at 3:21 PM, Jean-Sébastien
Guayjean-sebastien.g...@cm-labs.com wrote:
But yeah, if you equate evangelism with being opinionated, I can do that :-)
Ahh so we're all just evangelists round here then :-)
Robert.
___
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Hi Robert,
I've just has a look at your changed RenderStage. The changed code is
below. Is there a reason why the #if !FORCE_COLOR_ATTACHMENT which
disables the draw and read buffer is done after the FBO apply? I
looks to me that one could simply have an #ifdef/#else. I do also
wonder
I meant evangelism as spreading the word. In other words you do the PR
for this modification. ;-)
Wojtek
- Original Message -
From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, July 24, 2009 4:21 PM
Hi Robert,
Ahh so we're all just evangelists round here then :-)
I'm not the one who said it :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Evan O'Toole wrote:
You also will probably want to depth-sort the geometry, and make sure
it's drawn later than any opaque geometry (so the blending will work
properly):
stateSet-setRenderBinDetails(1, DepthSortedBin);
The objects I'm drawing will need to be dynamically changed from
Wojciech Lewandowski wrote:
Hi Andreas,
DDS is flexible container format capable of storing 2D, 3D, Cube and Array
Textures (with or without mipmaps) in many pixel formats. Block compressed
pixel formats like DXTn, RGTC (3Dc) and LATC are supported. Of course I
don't know all existing image
I have been looking at this example
(http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgcompositeviewer/osgcompositeviewer.cpp)
and written code similar to the parts that I think are relevant but all I get
inside my window is a plain black background. I have set
Hi folks,
Serge, you haven't confirmed the date yet. Is the second week (just one
weekend) in the September is ok for osgInEurope in your company?
Cedric Pinson wrote:
I cheked if there is an event in paris, but i did not find an event at
this period.
Serges can you confirm the date of the
Have you implemented a fix yet? If not I'll try to get to it while I'm still
around this week/early next week.
Unfortunately, we have not come up with a fix. If you like, I could come up
with a solution and submit it, but I would hate to duplicate work if you
already have it on disk
Hi Vic,
The view's Camera's Color value will be taking precedence over that of
the graphics window, so typically you'll just set the camera's colour
and not worry about the GraphicsWindow. Since the viewers cameras
normally cover the whole window GraphicsWindow even defaults to not
clearing (the
At quick glance, a couple of things look suspect in the code below...
Try setting traits-doubleBuffer = true;
Also when you create the graphics context, you're passing in traits
instead of traits.get(). I would think it would be the latter since traits
is a ref_ptr...
-Shayne
-Original
Hi Robert,
thanks for your quick answer, just coming back from holidays :)
I understand now why I wasn't able to find a simple way to get the cameras.
So if I understand well, it's not possible with current implementation to set
up a post processing effect on the stereo cameras when using
Wojciech Mruczkiewicz wrote:
Hi all,
I'm using COMPUTE_NEAR_FAR_USING_PRIMITIVES near and far planes
computation mode with OSG 2.8.1. The scene contains a number of
various models. One of them is a long curve that is drawn as an array
of vertices in osg::Geometry using GL_LINE_STRIP primitive.
Thanks, setting doubleBuffer to true fixed the problem with the background
color. It is now blue like it should be! But there's no capsule.
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Hi Eric,
On Fri, Jul 24, 2009 at 4:57 PM, Eric
Pouliquenepouliq...@silicon-worlds.fr wrote:
Hi Robert,
thanks for your quick answer, just coming back from holidays :)
I understand now why I wasn't able to find a simple way to get the cameras.
So if I understand well, it's not possible
andreas.rich...@dlr.de wrote:
If you say, DDS files are not compressed, the DXTn compression doesn't matter,
because the algorithms are hardware accelerated?
Did this features (being not compressed) pays off even if I write my scene into
an IVE-file and load this file later on in another OSG
Perhaps it might be useful to take a look at the void
osgViewer::View::setUpViewInWindow(...) method in the OSG source to see what
you might be missing in your explicit setup...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
And setting the clearcolor for the camera did not give the same effect. still
just black. hmm.
view-getCamera()-setClearColor(osg::Vec4f(0.2f, 0.2f, 0.6f, 1.0f));
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You've forgotten to setup the viewport I think:
view-getCamera()-setViewport(new osg::Viewport(0,0, traits-width/2,
traits-height/2));
2009/7/24 Vic Ace typedefinit...@gmail.com:
And setting the clearcolor for the camera did not give the same effect. still
just black. hmm.
Ok, now the code looks like this and I have attached a pic of how this renders.
A bit odd.
Code:
osg::ref_ptrosgViewer::CompositeViewer viewer = new
osgViewer::CompositeViewer;
osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
traits-x = 100;
traits-y = 100;
That's how it should look.
You've set the viewport up to take a quarter of the screen and you
don't have a camera manipulator,
so your camera will be in the default location, which usually means
you aren't looking at anything.
Remove the /2 in the viewport setup or add some more view ports to
Ah ok. But how come the background inside the viewport is grey? I have not
specified this color. And where's the capsule?
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Ethem Akgun wrote:
What is the best way to build the terrain in this scenario?
In the situation where the viewer is guaranteed to stay within the hi-res
terrain
database extents, I render the lo-res database in an early renderbin, then
forcibly wipe
the z-buffer and then render the hi-res
Jason Daly wrote:
No, all texture files are embedded into the .ive file just as they are
on disk. The .ive doesn't store the decompressed version.
Oops, my mistake. You were correct. The image data is stored
uncompressed in the .ive file.
--J
Folks,
I've been working with the osgscreencapature example to use pbuffers for
offscreen rendering. I'm having a problem with floating point values being
clamped [0.0 - 1.0].
Any ideas on how to turn the clamping off?
Brian
This is a PRIVATE message. If you are not the intended recipient,
Hi All,
I'm starting to develop shader, texture, uniform, etc. code for our app and
I have what's probably a very simple question. I understand these
shader-related objects live in the Stateset, and in most examples I see the
stateset being set on osg::Geometry within osg:Geodes. If I have an
Hi Brian,
I've been working with the osgscreencapature example to use pbuffers for
offscreen rendering. I'm having a problem with floating point values being
clamped [0.0 - 1.0].
Any ideas on how to turn the clamping off?
There's been discussion about this in the past, check the archives. I
Hi Brian,
yes, you need to disable the OpenGL color value clamping. This can be done by
this, I think:
Code:
// disable color clamping, because we want to work on real hdr values
osg::ClampColor* clamp = new osg::ClampColor();
clamp-setClampVertexColor(GL_FALSE);
Bob Youmans wrote:
Hi All,
I’m starting to develop shader, texture, uniform, etc. code for our
app and I have what’s probably a very simple question. I understand
these shader-related objects live in the Stateset, and in most
examples I see the stateset being set on osg::Geometry within
Hi Bob,
Even if there’s only one stateset object created, do I still
have to set it for the geometry nodes, or will they inherit from the
parent path?
You intuition is correct, nodes and drawables under the one where you
set the shaders/uniforms will inherit them. You can even change a
I am testing my company's own OpenFlight implementation and came across some
corrupt data reading in Dof nodes. Google found that the OSG OpenFlight plugin
is compensating for the same corrupt data so that was useful to me and
validated what coworkers were telling me about the cause of the
Scott Johnson wrote:
I am testing my company's own OpenFlight implementation and came across some
corrupt data reading in Dof nodes. Google found that the OSG OpenFlight plugin
is compensating for the same corrupt data so that was useful to me and
validated what coworkers were telling me
I've gone through the archives and thought I had done the right thing, but
I still get clamped values.
The osgscreencaptuer example uses pbuffers in a unique way (not simply as a
camera setRenderTargetImplementation). I'm wondering if there's something
special about how they're being used.
Here
Yes, it is strange! Why couldn't they just read in four doubles like the spec
says?!? Of course that is what I had to start but it didn't work. A coworker
has warned me that the spec cannot be relied on to implement OpenFlight and
this is showing me that he is right.
To make the test, I put
Sorry, I don't know if it is known problem with Creator. I'll look into that.
Scott
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Scott Johnson wrote:
Sorry, I don't know if it is known problem with Creator. I'll look into that.
I tried Google, but not much came up. I might look on the Presagis site
when I get more time.
--J
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Scott Johnson wrote:
Yes, it is strange! Why couldn't they just read in four doubles like the spec
says?!? Of course that is what I had to start but it didn't work. A coworker
has warned me that the spec cannot be relied on to implement OpenFlight and
this is showing me that he is right.
HI
Note files written by Creator are the Spec for that version that they
are writing to ( btw 15.6 was not a good time for Creator )
The problem was and is that the publish specs does contain errors and this
leads to problems if not using MPI's API's or I should say Presagis these
Scott Johnson wrote:
Yes, it is strange! Why couldn't they just read in four doubles like the
spec says?!? Of course that is what I had to start but it didn't work. A
coworker has warned me that the spec cannot be relied on to implement
OpenFlight and this is showing me that he is right.
Its more
hey did you update the specs docs ? , err no did you ? Don't worry someone
will do it err I think ..
:-)
__
Gordon Tomlinson
gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com
Hi Brian,
Sorry about replying to an eajavascript:BOQ('javascript:abPreSubmit
(h_ShimmerSend)')rlier message. I thought changing the subject and
removing the message text would be OK. I'm curious how your client knew
that I used an old osgOcean message.
Rookie mistake :-)
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